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Lost Skies News

Lost Skies Out Now!

[p]The echoes of the past have faded and a new era dawns amongst the clouds. Today the skies are OPEN. We are absolutely thrilled to announce that the full release of Lost Skies is available NOW on Steam! [/p][p][/p][p]This is the moment we've all been building towards. It's time to gather your crew, salvage the forgotten technology of the ancients and construct the skyship that will carry you to adventure. A vast world of shattered islands and untold wonders awaits. Brave the ferocious storms, challenge the colossal threats that guard the horizon and carve your own path in a world unbound by land. This is your story, your ship, your adventure. [/p][p][/p][p]To celebrate our launch, you can grab Lost Skies at a special discounted price for a limited time! [/p][p][/p][p]Go forth Awoken… and reclaim your skies.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

A Letter to our Lost Skies Community

[p]Hey Awoken,[/p][p][/p][p]Pretty exciting couple of weeks recently, huh? Most of you may know that Lost Skies is leaving Early Access and fully launching next week, on September 17th. Everyone here at Humble Games is obviously super excited for you all to experience what the team at Bossa has been working on over the last several years. 
[/p][p]Since the announcement, we’ve been keeping a close eye on what you all have been saying online and in the Lost Skies Discord. While we have seen a lot of excitement about the game coming out of EA, we’ve also seen some concern about the game being ready for full release. There’s no denying that the game had bugs when it launched into Early Access, and Bossa has worked hard on squashing them throughout the last few months. If you haven’t already seen what’s coming up in the full launch, check out the Bossa team’s latest Skywatch
[/p][p]There’s so much on the horizon for 'Skies with new content coming with the full launch, a ‘day 30’ patch, plus additional hotfix support, and your player-made islands will continue to be added to the game. In addition to a solo experience that will continue to be available, we've already committed to supporting multiplayer for the next few years, with the hope of expanding multiplayer gameplay even further with the continued support of the dedicated playerbase. And to add to that excitement, we’re excited to announce that Lost Skies will be coming to PlayStation 5 and Xbox Series X|S in the future!
[/p][p]We are so excited about the game that Bossa has built and want as many players to experience Lost Skies as possible so everyone has the benefit of more and more islands to explore. Therefore, we are launching with a 25% discount on Steam when the game leaves Early Access.
[/p][p]There is no Lost Skies without you, and we are so thankful for the years of love and support that you have shown the game and the team behind it. We can’t wait to grab our grappling hooks and gliders and join you in the skies next week![/p][p]
[/p][p]- The Humble Games Team
[/p][p][/p][p]Added Sept 17, 2025 - We want to sincerely apologize for any confusion around our launch discount. The discount is now updated to a 25% discount per our previous announcement and for those who purchased previously, your transaction should now reflect the new percent. Thank you![/p]

Skywatch #28 ☁️ Take to the Skies (Special Edition)

[p][/p][h3]Welcome to Skywatch #28: Take to the Skies![/h3][p]Welcome to the final Skywatch before the full release of Lost Skies! The entire team has been working incredibly hard and we've been absolutely blown away by the journey we've taken with you all from Dev kickoff through Early Access. This update is a celebration of that journey! A huge thank you to every single one of you who shared feedback, reported bugs, built incredible islands, and helped us shape this world. Your passion and support have been the wind in our skysails.[/p][p]
So let's take one last deep dive into development before we all take to the skies together for the full launch on September 17th!
[/p][p]Core Tech Evolution, Issues & Solutions 💻[/p][p]As we approach launch, a massive amount of work has been happening under the hood. Updating the game's core tech is an incredibly complex task and it's something we'll likely be refining right up until the final moments. For a deeper look into the nitty-gritty of the upgrades, the issues that come with them and the improvements, our wonderful Tom (sync) shared some insights a few weeks ago which you can read all about here.[/p][p]
Quality of Life and UI Overhaul ❤️
We’ve given the entire user interface an overhaul to ensure a cohesive and consistent experience across the whole game. This includes:[/p]
  • [p]Standardised fonts, text/button sizes and highlight colours.[/p]
  • [p]New crafting categories added across build menus for easier navigation.[/p]
  • [p]An autofill option for crafting slots to speed things up.[/p]
  • [p]Full implementation of Steam Achievements.[/p]
  • [p]Adjustments to ADS sensitivity and other player settings.[/p]
  • [p]Improved lighting on multiple objects and items like the hip lamp.[/p]
[p]Bugs Fixed 🪲
As we consistently mention, your feedback has been invaluable in helping us hunt down bugs. Here is a comprehensive list of the fixes made since the start of Early Access. Thank you for helping us make the game better for everyone!

Check out THIS LINK for a full list.[/p][p][/p][p]Islands and Regions 🌎[/p][p]The world of Lost Skies is about to get a whole lot bigger! For the 1.0 release the map has been expanded from 54 to over 120 islands split between four distinct regions: Green Pines, Azure Grove, Atlas Heights and Midlands.

[/p][p][/p][p][/p][p][/p][p]A huge number of these islands were crafted by our amazing community in the Island Creator contests, including the latest contest. There are so many more fantastic creations to explore in the Steam Workshop so be sure to check them out![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]New Cloudscape & Atmosphere ☁️
The incredibly talented Lead Artist Klaudia has been putting in a monumental effort to transform the very skies you travel through. Here’s a word from her on what to expect: [/p][p]The new map includes an update to the cloud visuals, introducing a new cloudscape for each region. As you progress into later regions, not only islands and wildlife have their own palette, the sky also changes to give each region a unique look, making ship exploration and island discovery more engaging.[/p][p]The starting region, Green Pines, has fluffy towering clouds, with islands positioned near the peaks. The valleys between them give an opportunity to put the ship's steering to test.[/p][p][/p][p][/p][p]As you cross into Azure Grove, the sky clears up, however islands being hidden in lower valleys are more common. The purple sunsets go well with the islands’ blue foliage. From the higher islands you have a clear view of the various weather barriers to help plan your journey onward.[/p][p][/p][p][/p][p]As you cross into Atlas Heights, you enter into a darker, overcast region. The stormy weather infuses the atlas in the terrain, causing the foliage to glow in atlas colors. Islands are scattered between tall cloud arches, which also hides the Seraphs from sight, being alert while flying through these shapes is more important.[/p][p][/p][p][/p][p]To enter the final region, the Midlands, you must pass through the red Storm Walls. Beyond them lies a vast teal sky with a long visibility distance, with islands resting on a thin layer of misty clouds. Diving under this layer of cloud can uncover more islands to explore. - Klaudia[/p][p][/p][p][/p][p]Weather and Storm Walls 🌪️
Separating these new regions are formidable weather barriers designed to test your ship and your crew. These are tough-to-navigate environmental challenges that will damage your ship as you pass through.[/p][p]
Windwalls: Found between Green Pines & Azure Grove, these will shred your sails, requiring engines to push through. The barrier between Azure Grove & Atlas Heights is more intense, with rain and debris battering your vessel.[/p][p]Stormwalls: The ultimate test. Found between Atlas Heights & Midlands, these raging tempests feature dramatic lightning strikes and will push your ship's power and endurance to the absolute limit. [/p][p][/p][p]The Sounds of the Skies 🎶[/p][p]Our audio maestro Mark has been composing an entire soundscape to bring the expanded world to life. All four regions now have a distinct musical identity with new tracks that align with each region’s unique theme and atmosphere.[/p][p]The weather walls mentioned above also have new distinct music designed to evoke tension and a sense of danger, complemented by impactful sound effects like thunder and lightning to reinforce the threat they represent.

Knowledge System 🧠
[/p][p]Also new to full release is the new Knowledge System! This allows you to recycle unwanted schematics and gain a new currency called Drift. When you find a schematic you can either learn it or salvage it for Drift. This currency (also obtainable from scanning data banks) can then be used at the Research Table to level up and upgrade the schematics you truly care about.[/p][p]
Flora and Fauna 🐲[/p][p] With an expanded world comes new life! You'll see a bunch of new creatures, from sky-bound thornets and harpies to cave-roaming beetle hulks and more! Our creature-creator Oli has been designing and implementing the AI for a host of new species to populate the skies and islands. These new additions come with unique behaviors and drop unique loot and recipes.[/p][p][/p][p]Atterbane: The evolutionary pressures of the Midlands have granted the Atterbane with the ability to generate a toxic saliva which is wield with great effect. When charging it traps its target inside a maze of miasma. For those fortunate enough to think they've escaped, the Atterbane has a ranged spit attack that it directs at targets it cannot directly reach.[/p][p][/p][p][/p][p]Thornet: The Thornet is an aerial ambush predator that languishes high in the air waiting for the perfect moment to drop like a spear onto unsuspecting prey. Only quick reactions and keeping a keen eye on the skies can beat a Thornet's superior eyesight and punishing dive.[/p][p][/p][p][/p][p]Harpies: Harpies rely on their excellent hearing to track down prey that once located is battered with a series of powerful sonic screeches. Adult Harpies pairbond for life, raising juvenile broods they protect jealously from any perceived threat. Thanks to powerful wings and streamlined frames they move extremely swiftly which is bad news for those perceived, be they a threat or otherwise.[/p][p][/p][p][/p][p][/p][p]Motus Beetle Hulk: This heavily armored cavebug moves surprisingly quickly for something so large. It utilises sensitive hearing to locate threats and launch a powerful burrow attack at its target. Getting caught inside the emergence zone will fling the hapless target many meters into the air in a disorientating tumble, making the next attack that much easier.[/p][p][/p][p]Bosses ⚔️
One of the most frequent pieces of feedback we received was the desire for more combat encounters and risk in the sky. We’ve addressed this by adding new points of interest guarded by enemies and by greatly expanding our roster of Seraph sky bosses.

Arbiters: Smaller-scale bosses you'll encounter in every region.

Heralds: Large formidable bosses that roam the skies of Azure Grove and Atlas Heights.[/p][p][/p][p][/p][p][/p][p]The Harbinger: The ultimate Seraph threat found in the Midlands. This encounter will truly test your ship, your gear, and your crew![/p][p][/p][p][/p][p]Skytravel 🌌[/p][p]Thanks to our Lead Designer Luke's hard work, ship progression has received a major overhaul based directly on your feedback. We saw that stats from levelling and materials weren't always having a meaningful impact, so we've reworked the system to make those rare materials provide a substantial boost to your ship.

[/p][p]The levelling cap for all ship parts has been increased to 50 and you can now find sub-components (propellers, barrels, wing tips) with randomised stat rolls. This allows for deep customisation and some even come with brand new stats like Energy Efficiency to reduce power costs! We've also added new fuel tanks, rig controls and a host of new furniture and decorations to make your ship feel like home.[/p][p][/p][p]A Special Thanks 💭

As this is our final Skywatch we wanted to share a few words directly from our Head of Studio.

Hi All, I know you don’t hear from me much on here but trust that I am a frequent visitor and lurker I just leave most of the communication up to the team.[/p][p]Saying that - as it is the last Skywatch, Adam and myself thought it was fitting for me to say a few words.[/p][p]First off, it’s been an amazing experience building this game with this community from basically the beginning. Your work and feedback has been invaluable to us and it’s been an absolute joy seeing videos and comments from you all when we release builds with new features. Making games is a real pleasure when you’re making them with people that also have the same passion. This community and the Lost Skies team here at Bossa have gelled superbly and it’s made all the hard work that’s gone into this game feel more like a hobby than work for all of us.[/p][p]Secondly, I want to thank everyone that’s played the builds, fed back, given your opinions (good or bad), designed and built islands, made videos, anything that has helped make this game possible. We’re a small team here at Bossa and we’ve made a game we’re extremely proud of - that wouldn’t have been half as good without you. What has been achieved goes toe to toe with games that have had x5 the budget so it’s something for each and everyone of us to be proud of.[/p][p]Lastly a game like Lost Skies can never truly be classed as finished. The world has endless possibilities for growth. The bigger the success of 1.0 over the coming months gives us a greater ability to grow that world. We really believe in what we’ve made so one last request. Let’s try and get as much word of mouth marketing going as possible. Social shares, funny, amazing, Wow videos are all welcome. The more eyes on the game the better. Post 1.0 release we will continue to keep this community going so we can continue to get feedback and interact with you and hopefully be able to implement some of these things going forward.[/p][p]Go raibh míle maith agat.[/p][p]Anthony[/p][p]Head of Studio[/p][p]Bossa Games

[/p][p]Phew! And that's a wrap. We are beyond excited to welcome you all to the full version of Lost Skies on September 17th. From the bottom of our hearts, thank you for being the best community a development team could ask for.

See you in the skies!
[/p][p]Join the Lost Skies Discord[/p][p][dynamiclink][/dynamiclink][/p][p]
[/p]

Lost Skies Release Date FAQ

[p][/p][p][/p][p]Thank you for all your great questions following last week's release date announcement.[/p][p]
[/p][p]We've taken some time to compile them all and hope this helps to address any concerns you may have. Your patience is greatly appreciated, we believe we have created a very rounded and captivating experience with Lost Skies. It's an incredibly exciting time for the team and we can't wait for you all to experience the full release. [/p][p]
As a final preview we'll be releasing the final 'Skywatch' before launch later this week, where we'll give you a more detailed look at what we've been working on and the scope of changes in the release version. Stay tuned! ❤️ [/p][p][/p][p]Lost Skies Release Date FAQ[/p][p][/p][p]What key features or level of polish define this as the 1.0 full release versus Early Access and was this timing driven by the game's readiness or by any external factors?[/p][p][/p][p]Our plan for Early Access had to change along the way. In April we encountered some development challenges with fundamental core tech (more on that below). We also still had a lot of features and content in development for 1.0. This led us to a clear decision: shift our entire focus from smaller EA patches to delivering a comprehensive 1.0 launch. As a small independent studio, allocating our resources efficiently is critical, and we believe this was the right call to make within our set timeframe. This dedicated time allowed us to improve stability, fix key bugs, and build the well-rounded experience we’re now ready to release. We're proud of the result and look forward to you playing it.[/p][p][/p][p][/p][p]Since there weren't as many EA updates as planned, what game-breaking issues have been addressed, and is the plan to fix everything else in this one release?[/p][p][/p][p]After releasing one major content update and four hotfixes, we made the decision to bundle all subsequent content and tech updates into the full release rather than continue with smaller patches.[/p][p][/p][p]Our highest priority for this release was resolving the most critical game-breaking issue: any potential for progress loss![/p][p][/p][p]Alongside that major fix, this version also includes fixes for dozens of other bugs reported by the community, spanning all systems from inventory and upgrades to puzzles.[/p][p][/p][p][/p][p]Are fixes for networking and progress loss coming in the full release, and will there be a progress wipe?
[/p][p]As outlined in the Steam Post, our biggest priority was to address networking issues and potential progress loss. This work will be completed for full release, making the game stable and reliable in the long run. Due to the scope of these fundamental changes, we’ll have to perform a full progress wipe, including all characters and worlds. [/p][p][/p][p]Please refer to the linked post by our Principal Developer for a more in-depth dive into this issue.[/p][p][/p][p][/p][p]Could you give an overview of the new content added for the 1.0 launch? For example: will there be new regions and bosses, weather wall crossings, or new creatures?[/p][p][/p][p]Here are some of the major changes we’re most excited for:[/p]
  • [p]The game world has been expanded from one region to four. The original Outskirts region has been split into three separate regions, and a new fourth region (the Midlands) has been added.[/p]
  • [p] All of these regions have been significantly expanded to contain roughly 30 islands and are now separated by new weather barriers, including windwalls and stormwalls.[/p]
  • [p] A new boss type (the Arbiter) has been introduced. Arbiters are smaller than Heralds and are designed to create more frequent sky combat encounters.[/p]
  • [p]Each of the new regions will also contain its own unique Herald boss.[/p]
  • [p]New ship parts (sail controls, new engines, decorations, and more)[/p]
  • [p]New hostile creatures like Thornets and Harpies[/p]
  • [p]New resources and materials that unlock additional crafting recipes[/p]
[p][/p][p]We will provide a visual showcase of this new content in a special edition of Skywatch later this week.[/p][p][/p][p][/p][p]What kind of balancing work went into 1.0?[/p][p][/p][p]We have performed an extensive balance pass on all major systems ahead of full release.
[/p][p]A primary focus was ship progression and based on the incredibly useful feedback we have received from Early Access, we observed that the stats gained from ship levelling and different materials were not affecting ship performance in a meaningful way. This area received a major overhaul - now those rare materials are going to provide a substantial boost to your ship.
[/p][p]The levelling cap for all ship parts is now 50, allowing you to really invest in your favourites.[/p][p][/p][p]This is in addition to sub-component random stat rolls. Propellers, barrels, wing tips, etc., can now roll with a variety of stats, allowing you to swap them out on your ship parts to really customize the stat distribution. Some sub-components even come with brand new stats, such as Energy Efficiency, which will reduce the energy cost for that ship part![/p][p][/p][p][/p][p]What does the future of the game look like after launch? Do you have a roadmap, and are there plans to fund and develop new content like more islands and regions down the line?
[/p][p]Our immediate commitment is to support the launch. This includes releasing hotfixes for any urgent issues that may arise and developing a 'Day 30' patch to address early player feedback.[/p][p]
While our team are very dedicated to the game and have many ideas for the future of Lost Skies, we are not the biggest team. Post Day 30, the development of major new content is dependent on the commercial success of the full release and its public reception. We need to see how the game performs and how many players it reaches before we can establish a formal long-term roadmap. The community's support will directly influence what comes next.
[/p][p] [/p][p]Could you share the team's perspective on the upcoming full release? Specifically how does the team feel about the current state of the game and how many people are still actively developing Lost Skies?[/p][p][/p][p]Like any development team we'll always have more ideas we'd love to add to the game. That said, we are genuinely proud of what our small team has accomplished for the full release.[/p][p]
The scope of the game is significantly larger than it was in Early Access and we've focused on stability while fixing dozens of issues reported directly by the community. We're a mix of nervous and excited for everyone to jump in and see the changes for themselves. We sincerely hope the launch goes well and that our team has an opportunity to continue working on the world of Lost Skies. 😅
[/p][p][/p][p]Will Lost Skies be player-tested before full release?
[/p][p]We’re planning to share 1.0 build with our amazing OpenDev community the week before release, then we have a short buffer to review all feedback with the intention to implement this in the September patches and beyond![/p][p]
[/p][p]What are the plans for multiplayer servers? Specifically, will players have the option to set up dedicated or PVP servers and will there be a way to increase the player limit in a session?[/p][p][/p][p]To set clear expectations for the full release on September 17th, dedicated servers, custom server rules (including PVP or increased player cap) will not be included at launch. The player limit will remain at 6 just as it is in Early Access.[/p][p][/p][p]We understand that these are important features for many players. While a firm plan for them depends on how well the launch goes, we want to be transparent that our team is very keen to develop these options, and we know that PVP options are important to some of our community. Between EA release and 1.0 our focus was delivering the core PVE experience we promised to players and making the game as fun and stable as possible. It's high on our list of things we'd love to work on post-release, if our strong and supportive community continues to grow (which is our hope!).[/p][p]
[/p][p]Will players be able to create their own world layouts with custom islands on Full Release? [/p][p]Similar to the previous question, this is still something we feel passionate about because the ultimate goal is to create a fun and evergreen sandbox for players to enjoy for years to come. However, this is very much a stretch goal.[/p][p][/p][p][/p][p]How will we support modding post-launch?[/p][p][/p][p]We want to be clear that we are very pro-modding. The work from our modding community has been fantastic and we plan to continue supporting them just as we are now.[/p][p][/p][p]In these final weeks before the full launch, we are in direct communication with mod creators to help them prepare for the update. It's a two-way street: they are also collaborating with us to make sure their mods are stable and don't cause extra bugs for the community. Our shared goal is to make sure your mods don't break on launch day.[/p][p]
[/p][p]Some reviews for Early Access highlighted frustrations around the new player experience. Have you updated the tutorial or the starting island experience for the full release? [/p][p]While we haven't fundamentally changed the game's introduction we have focused on refinement. A number of bug fixes and quality-of-life updates have been made to ensure the starting experience is more stable and polished for the full release. While we understand the concerns here we simply don't have time as this would be a major change. [/p][p][/p][p]We are planning on working on visual guides with members of the community to help mitigate any issues that come up. Keep an eye on our socials for these. [/p][p][/p][p]Will new regions be added to Island Creator?[/p][p][/p][p]While there are no confirmed plans to expand on the Island Creators at this time, it's something we are prepared for.
[/p][p]We have already developed concepts and art assets that could form the foundation of a new region. However, our primary focus was getting the game set for full release. We'd love the opportunity to expand the world of the Island Creator further in the future.[/p][p][/p][p][/p][p]Will there be more tech trees for each culture and civilization?
[/p][p]Full release will feature the Saborian tech tree which has been expanded since the Early Access release.[/p][p]
[/p][p]Will Lost Skies be Steam Deck verified?[/p][p][/p][p]Our main priority for the full release had to be the game’s core stability and finishing all the launch features. We’ve made good progress on Steam Deck optimisation, but getting it officially verified had to take a backseat for now. We know it’s important and we believe we're not far off, but we have to make sure the main game experience is as solid as possible first.[/p][p][/p]

Lost Skies Island Creator Contest!

[p]We're incredibly excited to launch our new Island Creator Contest and see the incredible islands you can create. This is your chance to make history, leave your mark on the Skymap, show off your creativity, and win some incredible prizes!

Using our FREE Island Creator tool on Steam, we want you to build the most amazing island you can imagine. Think epic themes, clever layouts, hidden secrets and beautiful vistas. Your call, go crazy.

This is a Two Phase contest. Phase 1 is the submission phase, Phase 2 will be all about community votes.

How To Enter (Phase 1)

Phase 1 runs from Monday 4th August til Monday, 18th August at Midnight PDT.

-
Head to our Gleam page to officially enter and agree to the Terms of Service
- Download the Lost Skies Island Creator for free on Steam, if you haven't already!
- Get Creative! Design your island. We are looking for submissions in the new Midlands region specifically. Give it a cool name...
- Submit your creation! Once your masterpiece is complete, publish it to the Steam Workshop and post the link in our dedicated submission channel on Discord.

At the end of Phase 1, our team will review all the incredible entries and select a shortlist of the Top 10 islands to proceed to the community vote!

The Community Vote (Phase 2)

Phase 2 runs from Tuesday, 19th August to Tuesday, 26th August at Midnight PDT.

A poll featuring the Top 10 islands will be created in our Discord. This is where you, our wonderful community will vote for your absolute favourite to crown the champion!

The Prizes!

We've got some truly legendary loot for our winners!

1st Place: An Nvidia RTX 5070 TI Graphics Card + 5 Lost Skies Early Access Steam Keys!,[/p][p]2nd Place: An Xbox Controller* + 3 Lost Skies Early Access Steam Keys!,[/p][p]3rd Place: 3 Lost Skies Early Access Steam Keys!

Winners will be announced on Wednesday, 27th August.

This is all about celebrating your creativity.

We cannot wait to see what you build. Good luck! May the best island win!

[dynamiclink][/dynamiclink][/p]